Help with respawn doors in a cp_dustbowl style level

Discussion in 'Mapping Questions & Discussion' started by SleeperJ, Aug 31, 2012.

  1. SleeperJ

    SleeperJ L1: Registered

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    Hello, my issue is probably one that is very easily fixed but I have been trying to figure this out on my own for a few days and checking youtube for specific tutorials on my problem but to no avail. First off, I downloaded the "ultimate mapping resource pack" from this lovely site. Copy pasted the points, func doors, etc. What my issue is that I'm not sure what I have to add to make the doors for the respawn that originally belonged to the RED at the beginning of the first round and then switch to BLU's control after capturing the first 2 points, not open for red in the second round. I have tried changing some parameters in the redspawn's door trigger to add the filter for the other team but then it doesn't change after the round is over. the respawnroomvisualizer works for the appropriate spawns at appropriate times. its just the doors open up for other team still or not at all. Thank you for taking the time to read my first ever long winded post. P.S the first round has 2 red spawns but I dont have a way of knowing if only the first one works or if both are firing normally.
     
  2. Little Dude

    Little Dude L4: Comfortable Member

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    Well for one, welcome to TF2maps.net. What I would do is make two triggers that open the door, one for red team, and one for blue team. Enable the red team trigger and disable the blue team trigger in the first round and then do the opposite for the second round and so on for ever other spawn that you have.
     
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  3. SleeperJ

    SleeperJ L1: Registered

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    How would I go about doing that? do you have to mess with one of the game entities too to activate as a switch between the rounds or is it all done within the trigger?
     
  4. SleeperJ

    SleeperJ L1: Registered

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    Ah, thank you very much. Yea just had to go into each roundend entity and set it to enable or disable the according trigger. Thank you very much again I had been battling that issue all day.
     
  5. colacan

    colacan L5: Dapper Member

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    Well, the ABS gametype library has a prefab for Multi Stage A/D, which you probably used. That prefab contains some filters for the door triggers too. In red's spawn in stage 1 set the door trigger to mscp_filter_1B
    Second stage red spawn to mscp_filter_2B. Then red's last spawn just to mscp_filter_3B.
    Note that you should use the entire prefab from ABS_GametypeLibrary_10-07-09.vmf and copy it into your map, then this will work for your spawn doors.
     
  6. SleeperJ

    SleeperJ L1: Registered

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    Well now that that issue has been resolved it seems the next door in line of spawning doesn't ope for either team. That is to say, the prop dynamic moves according to the correct triggers. However, now the func door for some reason refuses to move. when i try to shoot at the space where the door opens from i hear bullets making contact with the non rendered metal brush i used for the func door. I've tried remaking it, renaming it and even copy pasting a functioning door to that location but as soon as its in that spot it seems to just fall back on not working.:confused: what could be the cause of this? and if I delete those doors and then move everything else to a completely new file would that be the ultimate remedy?
     
  7. colacan

    colacan L5: Dapper Member

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    Use a prefab for the doors, saves lots of time and they always work.
    Just set the door trigger to the correct filter and your done. But never copy prefabs, just insert new ones.